/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/PBDRigidSpringConstraints.h
Add a constraint initialized from current world-space particle positions. You would use this method when your objects are already positioned in the world.
[FConstraintContainerHandle](API\Runtime\Chaos\Chaos\FPBDRigidSpringConstraints\FConstraintContainerHandle) * AddConstraint ( const [FConstrainedParticlePair](API\Runtime\Chaos\Chaos\FPBDRigidSpringConstraints\FConstrainedParticlePair) & InConstrainedParticles, const [TVector](API\Runtime\Chaos\Chaos\TVector)< [FVec3](API\Runtime\ChaosCore\Chaos\FVec3), 2 > & InLocations, [FReal](API\Runtime\ChaosCore\Chaos\FReal) Stiffness, [FReal](API\Runtime\ChaosCore\Chaos\FReal) Damping, [FReal](API\Runtime\ChaosCore\Chaos\FReal) RestLength )